### Running a Script at Startup with ContentInfo Source: https://wiki.cassettebeasts.com/wiki/Modding:/Mod_Developer_Guide The `ContentInfo` class provides a stub function `init_content` which can be extended to execute tasks after a mod has been loaded. This is useful for initialization routines that need to run as the game starts. ```gdscript class_name ContentInfo func init_content(): # Your initialization code here pass ``` -------------------------------- ### Registering New Battle Backgrounds in Godot Source: https://wiki.cassettebeasts.com/wiki/Modding:/Mod_Developer_Guide To ensure new battle backgrounds appear in the CustomBattle tool, they must be registered in the `battle_backgrounds.tres` resource file. This involves adding an entry for the new background path within this file. ```gdscript res://battle/backgrounds/battle_backgrounds.tres ``` -------------------------------- ### Custom User Directory Setting in Godot Source: https://wiki.cassettebeasts.com/wiki/Modding:/Mod_Developer_Guide This setting allows developers to isolate project configuration and save files used for debugging in the editor from those used during actual gameplay. It can be found within the project settings. ```gdscript Project > Settings > Application > Config > Custom User Dir Name ``` -------------------------------- ### Modifying the Mod Export Tool Plugin Source: https://wiki.cassettebeasts.com/wiki/Modding:/Mod_Developer_Guide Developers can modify the `plugin.gd` file of the mod export tool if it fails to include necessary files for their mod. This is generally not recommended and is only needed for specific advanced cases. ```gdscript res://addons/export_mod/plugin.gd ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.